Final Fantasy 7 New Threat 2.0 (Type B mode) Aerith Solo Run -027-: Sephiroth & Jenova-DEATH
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Aerith finally gets to go 1-on-1 with Sephiroth for some revenge here. This is a pretty cool 2-part fight where we have to deal with Sephiroth first before even getting to fight Jenova-DEATH. There's a lot we have to deal with here, and we need to be efficient as we can with each turn. We will also need to have both silence and instant death protection that ISN'T from the use of Vaccine or Black Veil. So instead, we use Rune Armlet for the former, and Added Effect + Destruct on armor for the latter. We also want to halve poison, so we equip Guard Ring here as well. I also bring a Dazers with me, which will be used later.
Sephiroth: This is the easiest part of the battle. He has 13,000 HP and is weak to Holy. He mainly uses level 2 elemental spells, but will sometimes cast Pale Horse or Psudeen. We don't want to put barriers up here because Sephiroth may use Aurora Fence, which will just remove them. Quickest way to finish this part of the fight is to just use Magic Breath a few times; this is an ice/holy elemental attack and it does over 4k damage to Sephiroth. We need to hit him with 3 or 4 Magic Breaths, then we can start the fight with Jenova-DEATH.
Jenova-DEATH: Now we use Planet Protector first thing and haste up. This is a tough fight. Jenova-DEATH's first action is always Death, which is why we need Added Effect + Destruct equipped here. Jenova-DEATH's quirk here is that, at first, your attacks will do very little damage to her, but as you attack her, her defense drops gradually, and your attacks will deal more and more damage. We're not going to deal with all of that nonsense and just use Comet as our main source of damage instead. With MP Turbo, this deals nearly 2.5k damage a shot. She has some dangerous attacks, in addition to Red Light, Gas and Nuclear Pores, she also uses Iron Summon and Iron W-Summon, both which can deal heavy physical damage. The issue here is that sometimes Jenova can attack multiple times and can bring our HP down very quickly. We also need to manage our barrier status and our MP; we honestly don't want to attack her while Aerith's barriers are down; instead we want to wait for her limit break to refill so we can use Planet Protector again, then go back on the attack.
You may wonder why I equipped Sense materia here. Well, you see, Jenova, when she reaches certain points in her HP, will counter with an attack which we will need to respond to in some way. We have to keep track of her HP throughout this fight, as well as Aerith's own HP because when Jenova gets down to:
30k HP or less = Everyone's Grudge: We want to make sure that Aerith has at least 2,000 HP before casting a Comet that will bring Jenova under 30k HP. Everyone's Grudge does around 1,100 damage, however, she may also use her attacks for her turn right after that. Magic Counter + Restore can't trigger off of counterattacks, so we have to make sure if Jenova attacks that we have enough HP to survive and hope that Magic Counter triggers.
20k HP or less = Nemain: Basically this places Barrier/MBarrier on Jenova, to which we promptly cast DeBarrier to get rid of it. Again, we want to make sure we have enough HP to survive in case Jenova attacks directly afterwards. We continue casting Comet, Ethering up MP when needed, and refreshing Aerith's barriers. HOWEVER, before Jenova gets to the 10,000 HP mark; we need to fulfill two conditions before we tip her under that mark. First, we need to make sure Aerith has as much MP as possible, and that her limit break is close to full, and second, we need Aerith at full HP. Once those conditions are met, we toss the Dazers at Jenova to briefly paralyze her because...
10k HP or less = Meteorain. This is the sole reason why we want to paralyze Jenova. If she uses this, all 6 hits land AND she does her attacks for her turn, we are guaranteed to die even at full HP. To prevent that, we want to paralyze her, and then get as many Comets off as possible before she recovers from the paralysis effect. Chances are she'll be one Comet away from death when she comes out of the paralysis, meaning we need to get lucky with Meteorain - in this case, two hits missed. Having the limit break nearly fully charged means we can get that last Comet spell off before Jenova attacks again to finish her off.
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